Dragoon Jump or Pokémon Fly?

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Hello! I've been searching around and I can't help but notice that there wasn't a plugin to bring in the skill "Jump" from the Final Fantasy.

For those who don't know what Jump does, it's similar to the skill Fly from Pokémon (which also happens to not be around) in that they both utilize their acting turn to leap off of the battlefield, avoiding damage for that turn, and then return a turn (or more) later, and deal high damage. Perhaps, in the spirit of Pokémon, you can also add in means to counter Jump/Fly through certain skills, or even have multiple types (like Dig) that require their own counters. And maybe this is too much, but perhaps even equipment to improve the jump's effect (In Final Fantasy, spears often amplified jump damage by either doubling it or even tripling it).

Is it worth a shot, or is there something I'm missing?
 

killerfer

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I can't tell you exactly how but I'm pretty sure you can achieve this with Yanfly action sequence packs and buffs and states core using lunatic mode. You can make your actor jump out of the screen and then add a state to him that makes him invisible and lasts for how much turns you like. Then using lunatic mode you can make when the actor lose the status, he leap on top of the enemy. Again, I'm not sure how to add this with the lunatic mode codes but I think it's possible.
 
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I can't tell you exactly how but I'm pretty sure you can achieve this with Yanfly action sequence packs and buffs and states core using lunatic mode. You can make your actor jump out of the screen and then add a state to him that makes him invisible and lasts for how much turns you like. Then using lunatic mode you can make when the actor lose the status, he leap on top of the enemy. Again, I'm not sure how to add this with the lunatic mode codes but I think it's possible.
I think the problem with this suggestion has to do with the targetting, in that unless I seal off all commands and only give a Land command to deal damage with, the Dragoon will be forced to using a random target ability, which isn't useful, unless I'm totally missing something.
 

Rayhaku808

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Have a bump, I'm also curious about making this work.
 

killerfer

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@Arrogant McElfpants

Well, I think you can make a variable and store the enemy Id that you used the skill on. But I liked your suggestion better. Using the Weapon Unleash and some command restrictions, you can make that when your actor is in the air he only has the "Land" command available. In my game, I made a jump skill, but the hero jumps and lands on the same turn. I thought it would be simpler.
 
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@Arrogant McElfpants

Well, I think you can make a variable and store the enemy Id that you used the skill on. But I liked your suggestion better. Using the Weapon Unleash and some command restrictions, you can make that when your actor is in the air he only has the "Land" command available. In my game, I made a jump skill, but the hero jumps and lands on the same turn. I thought it would be simpler.
Whilst definitely an option, it does make skills like High Jump or Super Jump, which take more than one turn in the air, a bit more cumbersome, as it doesn't have way of denying usage of the ability without a further state change.On the other hand, it does allow abilities like Freya Crescent's Trance to work.
 

DreamX

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Are you using the default battle system?
 
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Well, I'm using Yanfly's Battle Core, and the Sideview, but I'm using DTB for now.

What of it?
 

DreamX

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(function() {alias_Game_BattlerBase_initMembers = Game_BattlerBase.prototype.initMembers;Game_BattlerBase.prototype.initMembers = function() {    alias_Game_BattlerBase_initMembers.call(this);    this._latentAction = -1;    this._performingLatentActionThisTurn = false;};alias_Game_Enemy_makeActions = Game_Enemy.prototype.makeActions;Game_Enemy.prototype.makeActions = function() {    if (this._latentAction !== -1 && !this._performingLatentActionThisTurn) {        var action = new Game_Action(this, true);        action.setSkill(this._latentAction);        action.setTarget(this._lastTargetIndex);        this._actions.push(action);        this._performingLatentActionThisTurn = true;        this._latentAction = -1;        return;    }    if (this._performingLatentActionThisTurn === true) return;    return alias_Game_Enemy_makeActions.call(this);};alias_Game_BattlerBase_canInput = Game_BattlerBase.prototype.canInput;Game_BattlerBase.prototype.canInput = function() {    if (this._latentAction !== -1 && !this._performingLatentActionThisTurn) {        var action = new Game_Action(this, true);        action.setSkill(this._latentAction);        action.setTarget(this._lastTargetIndex);        this._actions.push(action);        this._performingLatentActionThisTurn = true;        this._latentAction = -1;        return false;    }    if (this._performingLatentActionThisTurn === true) return false;    return alias_Game_BattlerBase_canInput.call(this);};alias_Game_Battler_onTurnEnd = Game_Battler.prototype.onTurnEnd;Game_Battler.prototype.onTurnEnd = function() {    alias_Game_Battler_onTurnEnd.call(this);    this._performingLatentActionThisTurn = false;};    alias_Game_Action_prototype_apply = Game_Action.prototype.apply;    Game_Action.prototype.apply = function (target) {        alias_Game_Action_prototype_apply.call(this, target);        var item = this.item();        if (item.meta.latentAction) {        this.subject()._latentAction = item.meta.latentAction;        }    };})();
Terms of Use: Credit DreamX

How to use: Put <latentAction:x> in the notetag for a skill. Change x to the skill you want the battler to use the next turn.

For example, let's say we have a skill called Fly with notetag <latentAction:13>

We also have a skill called Fly Attack which has the id #13 (you set this normally).

The battler will perform the skill Fly first, and then next turn will not be inputtable (if actor) and will perform the Fly Attack (at the same time as everyone else performs their actions) on the target selected with Fly.

I believe you can set up the disappearing/untargetable stuff with other plugins. Let me know if you cannot.
 
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burntable

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Pretty interesting mechanic, thanks for coding (and requesting) it!
 

wrigty12

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@DreamX so can this be considered appropriate for a "charge" skill? Like someone spending the turn to charge up then use it the next turn?
 

wrigty12

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You are amazing. :D

EDIT:

Soooo I can't get it to work. I turned off all other plugins, and it still does not work as intended... :/

EDIT #2:

I got it. For anyone that may have problems with this, the Latent Skill adopts the Scope of the first skill, but the Latent Skill ALSO needs to have the same scope defined, otherwise no attack target is selected...
 
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Ghost of Christmas Kloe

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Wow! Thank you and Great job!

You should write it up with a header, then put it into the plugin releases and lots of people would enjoy it, though!

(^∇^)
 

DreamX

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You are amazing. :D

EDIT:

Soooo I can't get it to work. I turned off all other plugins, and it still does not work as intended... :/

EDIT #2:

I got it. For anyone that may have problems with this, the Latent Skill adopts the Scope of the first skill, but the Latent Skill ALSO needs to have the same scope defined, otherwise no attack target is selected...
Thanks. That's right, they do need to have the same scope.

Wow! Thank you and Great job!

You should write it up with a header, then put it into the plugin releases and lots of people would enjoy it, though!

(^∇^)
You're welcome, thank you. I may do that when I get the chance to upgrade the plugin with additional features like the number of turns require to charge a skill up.
 
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Wow, I can't wait to see the script ready to go! Should I put this as solved or wait until it's released?
 

Ghost of Christmas Kloe

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Wow, I can't wait to see the script ready to go! Should I put this as solved or wait until it's released?
I'd mark it as solved THEN when the 'script' is released, post another one saying "The Plugin has been released" and mark THAT ONE as solved!  ;)
 

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